three实现三维粒子组成的圣诞树带音乐旋转拉伸动画效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维粒子组成的圣诞树带音乐旋转拉伸动画效果代码,音乐祥和温暖。
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <style> * { margin: 0; padding: 0; box-sizing: border-box; } html, body { overflow: hidden; background: #00101a; } body { font-family: fino-sans, sans-serif; -webkit-font-smoothing: antialiased; font-weight: 700; font-style: normal; } .webgl { position: fixed; width: 100vw; height: 100vh; } button { position: absolute; bottom: 3rem; left: 50%; transform: translateX(-50%); -webkit-appearance: none; background: crimson; color: white; font: inherit; font-size: 1.5rem; padding: 0.75rem 2.5rem; border: none; border-radius: 1.75rem; cursor: pointer; } h1 { position: absolute; color: white; top: 3rem; left: 3rem; right: 3rem; text-align: center; font-size: 3rem; } footer { position: absolute; left: 0.5rem; bottom: 0.5rem; color: white; font-family: monospace; font-size: 14px; font-weight: 400; } a { color: inherit; } </style> </head> <body > <canvas class="webgl"></canvas> <h1></h1> <button id="play-music" type="button">Play music</button> <script type="x-shader/x-vertex" id="vertexShader"> uniform float uTime; uniform float uSize; attribute float aScale; attribute vec3 aColor; attribute float phi; attribute float random; //attribute float random1; varying vec2 vUv; varying vec3 vColor; void main() { float angle = phi; angle += uTime * random; angle = mod(angle, 39.3); float radius = 0.065 * angle; float rand = (random - 0.5) * 0.05 * pow(angle, .75); vec3 myOffset = vec3(radius * cos(angle) + rand, 2.9 - 2.7 * radius + rand + 0.1 * (random - .5) * pow(angle, .25) * sin(2.0 * uTime), radius * sin(angle) + rand); vec3 myPosition = myOffset; vec4 modelPosition = modelMatrix * vec4(myPosition, 1.0); vec4 viewPosition = viewMatrix * modelPosition; viewPosition.xyz += position * aScale * uSize; gl_Position = projectionMatrix * viewPosition; vColor = aColor; vUv = uv; } </script> <script type="x-shader/x-fragment" id="fragmentShader"> varying vec3 vColor; varying vec2 vUv; void main() { vec2 uv = vUv; vec3 color = vColor; float strength = distance(uv, vec2(0.5)); strength *= 2.0; strength = 1.0 - strength; gl_FragColor = vec4(strength * color, 1.0); } </script> <script type="x-shader/x-vertex" id="vertexShaderExt"> #define M_PI 3.1415926535897932384626433832795 varying float vColorMix; varying vec2 vUv; uniform float uTime; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } mat3 rotation3dY(float angle) { float s = sin(angle); float c = cos(angle); return mat3( c, 0.0, -s, 0.0, 1.0, 0.0, s, 0.0, c ); } vec3 rotateY(vec3 v, float angle) { return rotation3dY(angle) * v; } void main() { float t = uTime * 0.1; float n = snoise(vec3(position.xy, t)*.2 + t); vec3 pos = position + n * 0.1; pos += 0.1*snoise(pos + t); gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); vUv = uv; vColorMix = n; } </script> <script type="x-shader/x-fragment" id="fragmentShaderExt"> varying float vColorMix; varying vec2 vUv; void main() { float n = vColorMix; vec2 uv = vUv; gl_FragColor = vec4(mix(vec3(uv, 1.0), vec3(0.0, 1.0, 1.0), 1.0 - n*n) , n * n * n ); } </script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.133.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/gsap.3.8.0.js"></script> <script type="module"> import { BloomEffect, EffectComposer, EffectPass, RenderPass, BlendFunction, KernelSize } from "https://cdn.skypack.dev/postprocessing"; class World { constructor({ canvas, width, height, cameraPosition, fieldOfView = 75, nearPlane = 0.1, farPlane = 100 }) { this.parameters = { count: 1500, max: 12.5 * Math.PI, a: 2, c: 4.5 }; this.scene = new THREE.Scene(); this.scene.background = new THREE.Color("#00101a"); this.clock = new THREE.Clock(); this.data = 0; this.time = { current: 0, t0: 0, t1: 0, t: 0, frequency: 0.0005 }; this.angle = { x: 0, z: 0 }; this.width = width || window.innerWidth; this.height = height || window.innerHeight; this.aspectRatio = this.width / this.height; this.fieldOfView = fieldOfView; this.camera = new THREE.PerspectiveCamera( this.fieldOfView, this.aspectRatio, nearPlane, farPlane); this.camera.position.set( cameraPosition.x, cameraPosition.y, cameraPosition.z); this.scene.add(this.camera); this.renderer = new THREE.WebGLRenderer({ canvas, powerPreference: "high-performance", antialias: false, stencil: false, depth: false }); this.pixelRatio = Math.min(window.devicePixelRatio, 2); this.renderer.setPixelRatio(this.pixelRatio); this.renderer.setSize(this.width, this.height); this.timer = 0; this.addToScene(); this.addButton(); this.render(); this.postProcessing(); this.listenToResize(); } start() {} render() { this.renderer.render(this.scene, this.camera); this.composer && this.composer.render(); } loop() { this.time.elapsed = this.clock.getElapsedTime(); this.time.delta = Math.min( 60, (this.time.current - this.time.elapsed) * 1000); if (this.analyser && this.isRunning) { this.time.t = this.time.elapsed - this.time.t0 + this.time.t1; this.data = this.analyser.g.........完整代码请登录后点击上方下载按钮下载查看
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